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Ultima VI - IX by Andrea Contato and Jarrod Kailef - Old School Gamer Magazine
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In March of 1988, Richard Garriott was already hard at work on Ultima VI – The False Prophet. Following the same general
game design strategies he had used previously, the new Ultima was to have an improved and more powerful engine, expanded gameplay, and new features. In the Gamers’ Forum on the online service CompuServe, Richard
revealed some details of the game he had in mind, along with the system requirements. He emphasized that it would not be
available for all Apple II owners, as the game would have 1024 unique tiles, shaded lighting, and a bevy of other features. Richard said it would likely require at least 128K of RAM for the Apple II release, if not more.

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